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Widgets.go
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Widgets.go
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package giu
import (
"fmt"
"image/color"
"github.com/AllenDang/cimgui-go/imgui"
)
var _ Widget = &RowWidget{}
// RowWidget joins a layout into one line
// calls imgui.SameLine().
type RowWidget struct {
widgets Layout
}
// Row creates RowWidget.
func Row(widgets ...Widget) *RowWidget {
return &RowWidget{
widgets: widgets,
}
}
// Build implements Widget interface.
func (l *RowWidget) Build() {
isFirst := true
l.widgets.Range(func(w Widget) {
switch w.(type) {
case *TooltipWidget,
*ContextMenuWidget, *PopupModalWidget,
*PopupWidget:
// noop
default:
if _, isLabel := w.(*LabelWidget); isLabel {
AlignTextToFramePadding()
}
if !isFirst {
imgui.SameLine()
} else {
isFirst = false
}
}
w.Build()
})
}
// SameLine wraps imgui.SomeLine
// Don't use if you don't have to (use RowWidget instead).
func SameLine() {
imgui.SameLine()
}
var _ Widget = &ChildWidget{}
// ChildWidget is a container widget. It will have a separated scroll bar.
// Use Child if you want to create a layout of e specific size.
type ChildWidget struct {
id ID
width float32
height float32
border bool
flags WindowFlags
layout Layout
}
// Child creates a new ChildWidget.
func Child() *ChildWidget {
return &ChildWidget{
id: GenAutoID("Child"),
width: 0,
height: 0,
border: true,
flags: 0,
layout: nil,
}
}
// Border sets whether child should have border
// You can use imgui.ChildFlagsBorders as well.
func (c *ChildWidget) Border(border bool) *ChildWidget {
c.border = border
return c
}
// Size sets child size.
func (c *ChildWidget) Size(width, height float32) *ChildWidget {
c.width, c.height = width, height
return c
}
// Flags allows to specify Child flags.
func (c *ChildWidget) Flags(flags WindowFlags) *ChildWidget {
c.flags = flags
return c
}
// Layout sets widgets that will be rendered inside of the Child.
func (c *ChildWidget) Layout(widgets ...Widget) *ChildWidget {
c.layout = Layout(widgets)
return c
}
// ID sets the interval id of child widgets.
func (c *ChildWidget) ID(id ID) *ChildWidget {
c.id = id
return c
}
// Build makes a Child.
func (c *ChildWidget) Build() {
if imgui.BeginChildStrV(c.id.String(), imgui.Vec2{X: c.width, Y: c.height}, func() imgui.ChildFlags {
if c.border {
return imgui.ChildFlagsBorders
}
return 0
}(), imgui.WindowFlags(c.flags)) {
c.layout.Build()
}
imgui.EndChild()
}
var _ Widget = &ComboCustomWidget{}
// ComboCustomWidget represents a combo with custom layout when opened.
type ComboCustomWidget struct {
label ID
previewValue string
width float32
flags ComboFlags
layout Layout
}
// ComboCustom creates a new combo custom widget.
func ComboCustom(label, previewValue string) *ComboCustomWidget {
return &ComboCustomWidget{
label: GenAutoID(label),
previewValue: Context.FontAtlas.RegisterString(previewValue),
width: 0,
flags: 0,
layout: nil,
}
}
// Layout add combo's layout.
func (cc *ComboCustomWidget) Layout(widgets ...Widget) *ComboCustomWidget {
cc.layout = Layout(widgets)
return cc
}
// Flags allows to set combo flags (see Flags.go).
func (cc *ComboCustomWidget) Flags(flags ComboFlags) *ComboCustomWidget {
cc.flags = flags
return cc
}
// Size sets combo preview width.
func (cc *ComboCustomWidget) Size(width float32) *ComboCustomWidget {
cc.width = width
return cc
}
// Build implements Widget interface.
func (cc *ComboCustomWidget) Build() {
if cc.width > 0 {
imgui.PushItemWidth(cc.width)
defer imgui.PopItemWidth()
}
if imgui.BeginComboV(Context.FontAtlas.RegisterString(cc.label.String()), cc.previewValue, imgui.ComboFlags(cc.flags)) {
cc.layout.Build()
imgui.EndCombo()
}
}
var _ Widget = &ComboWidget{}
// ComboWidget is a wrapper of ComboCustomWidget.
// It creates a combo of selectables. (it is the most frequently used).
type ComboWidget struct {
label ID
previewValue string
items []string
selected *int32
width float32
flags ComboFlags
onChange func()
}
// Combo creates a new ComboWidget.
func Combo(label, previewValue string, items []string, selected *int32) *ComboWidget {
return &ComboWidget{
label: GenAutoID(label),
previewValue: Context.FontAtlas.RegisterString(previewValue),
items: Context.FontAtlas.RegisterStringSlice(items),
selected: selected,
flags: 0,
width: 0,
onChange: nil,
}
}
// Build implements Widget interface.
func (c *ComboWidget) Build() {
if c.width > 0 {
imgui.PushItemWidth(c.width)
defer imgui.PopItemWidth()
}
if imgui.BeginComboV(Context.FontAtlas.RegisterString(c.label.String()), c.previewValue, imgui.ComboFlags(c.flags)) {
for i, item := range c.items {
if imgui.SelectableBool(fmt.Sprintf("%s##%d", item, i)) {
*c.selected = int32(i)
if c.onChange != nil {
c.onChange()
}
}
}
imgui.EndCombo()
}
}
// Flags allows to set combo flags (see Flags.go).
func (c *ComboWidget) Flags(flags ComboFlags) *ComboWidget {
c.flags = flags
return c
}
// Size sets combo's width.
func (c *ComboWidget) Size(width float32) *ComboWidget {
c.width = width
return c
}
// OnChange sets callback when combo value gets changed.
func (c *ComboWidget) OnChange(onChange func()) *ComboWidget {
c.onChange = onChange
return c
}
var _ Widget = &ContextMenuWidget{}
// ContextMenuWidget is a context menu on another widget. (e.g. right-click menu on button).
type ContextMenuWidget struct {
id ID
mouseButton MouseButton
layout Layout
}
// ContextMenu creates new ContextMenuWidget.
func ContextMenu() *ContextMenuWidget {
return &ContextMenuWidget{
mouseButton: MouseButtonRight,
layout: nil,
id: GenAutoID("ContextMenu"),
}
}
// Layout sets layout of the context menu.
func (c *ContextMenuWidget) Layout(widgets ...Widget) *ContextMenuWidget {
c.layout = Layout(widgets)
return c
}
// MouseButton sets mouse button that will trigger the context menu.
func (c *ContextMenuWidget) MouseButton(mouseButton MouseButton) *ContextMenuWidget {
c.mouseButton = mouseButton
return c
}
// ID sets the interval id of context menu.
func (c *ContextMenuWidget) ID(id ID) *ContextMenuWidget {
c.id = id
return c
}
// Build implements Widget interface.
func (c *ContextMenuWidget) Build() {
if imgui.BeginPopupContextItemV(c.id.String(), imgui.PopupFlags(c.mouseButton)) {
c.layout.Build()
imgui.EndPopup()
}
}
var _ Widget = &DragIntWidget{}
// DragIntWidget is a widget that allows to drag an integer value.
type DragIntWidget struct {
label ID
value *int32
speed float32
minValue int32
maxValue int32
format string
}
// DragInt creates new DragIntWidget.
func DragInt(label string, value *int32, minValue, maxValue int32) *DragIntWidget {
return &DragIntWidget{
label: GenAutoID(label),
value: value,
speed: 1.0,
minValue: minValue,
maxValue: maxValue,
format: "%d",
}
}
// Speed sets speed of the dragging.
func (d *DragIntWidget) Speed(speed float32) *DragIntWidget {
d.speed = speed
return d
}
// Format sets format of the value.
func (d *DragIntWidget) Format(format string) *DragIntWidget {
d.format = format
return d
}
// Build implements Widget interface.
func (d *DragIntWidget) Build() {
imgui.DragIntV(Context.FontAtlas.RegisterString(d.label.String()), d.value, d.speed, d.minValue, d.maxValue, d.format, 0)
}
var _ Widget = &ColumnWidget{}
// ColumnWidget will place all widgets one by one vertically.
type ColumnWidget struct {
widgets Layout
}
// Column creates a new ColumnWidget.
func Column(widgets ...Widget) *ColumnWidget {
return &ColumnWidget{
widgets: widgets,
}
}
// Build implements Widget interface.
func (g *ColumnWidget) Build() {
imgui.BeginGroup()
g.widgets.Build()
imgui.EndGroup()
}
var _ Widget = &MainMenuBarWidget{}
// MainMenuBarWidget is a widget that creates a main menu bar.
// Main means that it will be docked to the MasterWindow.
// Do NOT use with SingleWindow (see MenuBarWidget).
type MainMenuBarWidget struct {
layout Layout
}
// MainMenuBar creates new MainMenuBarWidget.
func MainMenuBar() *MainMenuBarWidget {
return &MainMenuBarWidget{
layout: nil,
}
}
// Layout sets layout of the menu bar. (See MenuWidget).
func (m *MainMenuBarWidget) Layout(widgets ...Widget) *MainMenuBarWidget {
m.layout = Layout(widgets)
return m
}
// Build implements Widget interface.
func (m *MainMenuBarWidget) Build() {
if imgui.BeginMainMenuBar() {
m.layout.Build()
imgui.EndMainMenuBar()
}
}
var _ Widget = &MenuBarWidget{}
// MenuBarWidget is a widget that creates a menu bar for a window.
// Use it e.g. with SingleWindowWithMenuBar.
type MenuBarWidget struct {
layout Layout
}
// MenuBar creates new MenuBarWidget.
func MenuBar() *MenuBarWidget {
return &MenuBarWidget{
layout: nil,
}
}
// Layout sets layout of the menu bar. (See MenuWidget).
func (m *MenuBarWidget) Layout(widgets ...Widget) *MenuBarWidget {
m.layout = Layout(widgets)
return m
}
// Build implements Widget interface.
func (m *MenuBarWidget) Build() {
if imgui.BeginMenuBar() {
m.layout.Build()
imgui.EndMenuBar()
}
}
var _ Widget = &MenuItemWidget{}
// MenuItemWidget is a menu node. Commonly used inside of MenuWidget.
type MenuItemWidget struct {
label ID
shortcut string
selected bool
enabled bool
onClick func()
}
// MenuItem creates new MenuItemWidget.
func MenuItem(label string) *MenuItemWidget {
return &MenuItemWidget{
label: GenAutoID(label),
shortcut: "",
selected: false,
enabled: true,
onClick: nil,
}
}
// MenuItemf creates MenuItem with formated label.
func MenuItemf(format string, args ...any) *MenuItemWidget {
return MenuItem(fmt.Sprintf(format, args...))
}
// Shortcut sets shortcut of the item (grayed, right-aligned text). Used for presenting e.g. keyboard shortcuts (e.g. "Ctrl+S")
// NOTE: this is only a visual effect. It has nothing to do with keyboard shortcuts.
func (m *MenuItemWidget) Shortcut(s string) *MenuItemWidget {
m.shortcut = s
return m
}
// Selected sets whether the item is selected.
func (m *MenuItemWidget) Selected(s bool) *MenuItemWidget {
m.selected = s
return m
}
// Enabled sets whether the item is enabled.
func (m *MenuItemWidget) Enabled(e bool) *MenuItemWidget {
m.enabled = e
return m
}
// OnClick sets callback that will be executed when item is clicked.
func (m *MenuItemWidget) OnClick(onClick func()) *MenuItemWidget {
m.onClick = onClick
return m
}
// Build implements Widget interface.
func (m *MenuItemWidget) Build() {
if imgui.MenuItemBoolV(Context.FontAtlas.RegisterString(m.label.String()), m.shortcut, m.selected, m.enabled) && m.onClick != nil {
m.onClick()
}
}
var _ Widget = &MenuWidget{}
// MenuWidget is a node of (Main)MenuBarWidget.
// See also: MenuItemWidget, MenuBarWidget, MainMenuBarWidget.
type MenuWidget struct {
label ID
enabled bool
layout Layout
}
// Menu creates new MenuWidget.
func Menu(label string) *MenuWidget {
return &MenuWidget{
label: GenAutoID(label),
enabled: true,
layout: nil,
}
}
// Menuf is alias to Menu(fmt.Sprintf(format, args...)).
func Menuf(format string, args ...any) *MenuWidget {
return Menu(fmt.Sprintf(format, args...))
}
// Enabled sets whether the menu is enabled.
func (m *MenuWidget) Enabled(e bool) *MenuWidget {
m.enabled = e
return m
}
// Layout sets layout of the menu. (See MenuItemWidget).
func (m *MenuWidget) Layout(widgets ...Widget) *MenuWidget {
m.layout = widgets
return m
}
// Build implements Widget interface.
func (m *MenuWidget) Build() {
if imgui.BeginMenuV(Context.FontAtlas.RegisterString(m.label.String()), m.enabled) {
m.layout.Build()
imgui.EndMenu()
}
}
var _ Widget = &ProgressBarWidget{}
// ProgressBarWidget is a progress bar (like in windows' copy-file dialog).
// It is a perfect solution to indicate percentage progress of some action.
type ProgressBarWidget struct {
fraction float32
width float32
height float32
overlay string
}
// ProgressBar creates new ProgressBar.
func ProgressBar(fraction float32) *ProgressBarWidget {
return &ProgressBarWidget{
fraction: fraction,
width: 0,
height: 0,
overlay: "",
}
}
// Size sets size of the bar.
func (p *ProgressBarWidget) Size(width, height float32) *ProgressBarWidget {
p.width, p.height = width, height
return p
}
// Overlay sets custom overlay displayed on the bar.
func (p *ProgressBarWidget) Overlay(overlay string) *ProgressBarWidget {
p.overlay = Context.FontAtlas.RegisterString(overlay)
return p
}
// Overlayf is alias to Overlay(fmt.Sprintf(format, args...)).
func (p *ProgressBarWidget) Overlayf(format string, args ...any) *ProgressBarWidget {
return p.Overlay(fmt.Sprintf(format, args...))
}
// Build implements Widget interface.
func (p *ProgressBarWidget) Build() {
imgui.ProgressBarV(p.fraction, imgui.Vec2{X: p.width, Y: p.height}, p.overlay)
}
var _ Widget = &SeparatorWidget{}
// SeparatorWidget is like <hr> in HTML.
// Creates a layout-wide line.
type SeparatorWidget struct{}
// Separator creates new SeparatorWidget.
func Separator() *SeparatorWidget {
return &SeparatorWidget{}
}
// Build implements Widget interface.
func (s *SeparatorWidget) Build() {
imgui.Separator()
}
var _ Widget = &DummyWidget{}
// DummyWidget creates an empty space (moves drawing cursor by width and height).
type DummyWidget struct {
width float32
height float32
}
// Dummy creates new DummyWidget.
func Dummy(width, height float32) *DummyWidget {
return &DummyWidget{
width: width,
height: height,
}
}
// Build implements Widget interface.
func (d *DummyWidget) Build() {
w, h := GetAvailableRegion()
if d.width < 0 {
d.width = w + d.width
}
if d.height < 0 {
d.height = h + d.height
}
imgui.Dummy(imgui.Vec2{X: d.width, Y: d.height})
}
// TabItemWidget is an item in TabBarWidget.
type TabItemWidget struct {
label string
open *bool
flags TabItemFlags
layout Layout
}
// TabItem creates new TabItem.
func TabItem(label string) *TabItemWidget {
return &TabItemWidget{
label: Context.FontAtlas.RegisterString(label),
open: nil,
flags: 0,
layout: nil,
}
}
// TabItemf creates tab item with formated label.
func TabItemf(format string, args ...any) *TabItemWidget {
return TabItem(fmt.Sprintf(format, args...))
}
// IsOpen takes a pointer to a boolean.
// Value of this pointer indicated whether TabItem is currently selected.
// NOTE: The item will NOT be opened/closed if this value is changed.
// It has only one-side effect.
func (t *TabItemWidget) IsOpen(open *bool) *TabItemWidget {
t.open = open
return t
}
// Flags allows to set item's flags.
func (t *TabItemWidget) Flags(flags TabItemFlags) *TabItemWidget {
t.flags = flags
return t
}
// Layout is a layout displayed when item is opened.
func (t *TabItemWidget) Layout(widgets ...Widget) *TabItemWidget {
t.layout = Layout(widgets)
return t
}
// BuildTabItem executes tab item build steps.
func (t *TabItemWidget) BuildTabItem() {
if imgui.BeginTabItemV(t.label, t.open, imgui.TabItemFlags(t.flags)) {
t.layout.Build()
imgui.EndTabItem()
}
}
var _ Widget = &TabBarWidget{}
// TabBarWidget is a bar of TabItemWidgets.
type TabBarWidget struct {
id ID
flags TabBarFlags
tabItems []*TabItemWidget
}
// TabBar creates new TabBarWidget.
func TabBar() *TabBarWidget {
return &TabBarWidget{
id: GenAutoID("TabBar"),
flags: 0,
}
}
// Flags allows to set TabBArFlags.
func (t *TabBarWidget) Flags(flags TabBarFlags) *TabBarWidget {
t.flags = flags
return t
}
// ID manually sets widget's ID.
func (t *TabBarWidget) ID(id ID) *TabBarWidget {
t.id = id
return t
}
// TabItems sets list of TabItemWidgets in the bar.
func (t *TabBarWidget) TabItems(items ...*TabItemWidget) *TabBarWidget {
t.tabItems = items
return t
}
// Build implements Widget interface.
func (t *TabBarWidget) Build() {
if imgui.BeginTabBarV(t.id.String(), imgui.TabBarFlags(t.flags)) {
for _, ti := range t.tabItems {
ti.BuildTabItem()
}
imgui.EndTabBar()
}
}
var _ Widget = &TooltipWidget{}
// TooltipWidget sets a tooltip on the previous widget.
// The tooltip can be anything.
type TooltipWidget struct {
tip string
layout Layout
to Layout
}
// Tooltip creates new tooltip with given label
// NOTE: you can set the empty label and use Layout() method.
func Tooltip(tip string) *TooltipWidget {
return &TooltipWidget{
tip: Context.FontAtlas.RegisterString(tip),
layout: nil,
}
}
// Tooltipf sets formated label.
func Tooltipf(format string, args ...any) *TooltipWidget {
return Tooltip(fmt.Sprintf(format, args...))
}
// Layout sets a custom layout of tooltip.
func (t *TooltipWidget) Layout(widgets ...Widget) *TooltipWidget {
t.layout = Layout(widgets)
return t
}
// To sets layout to which the tooltip should be attached.
// NOTE: This is an optional approach. By default tooltip is attached to the previous widget.
func (t *TooltipWidget) To(layout ...Widget) *TooltipWidget {
t.to = Layout(layout)
return t
}
// Build implements Widget interface.
func (t *TooltipWidget) Build() {
if t.to != nil {
t.to.Range(func(w Widget) {
w.Build()
t.buildTooltip()
})
return
}
t.buildTooltip()
}
func (t *TooltipWidget) buildTooltip() {
if imgui.IsItemHovered() {
if t.layout != nil {
imgui.BeginTooltip()
t.layout.Build()
imgui.EndTooltip()
} else {
imgui.SetTooltip(t.tip)
}
}
}
var _ Widget = &SpacingWidget{}
// SpacingWidget increases a spacing between two widgets a bit.
type SpacingWidget struct{}
// Spacing creates new SpacingWidget.
func Spacing() *SpacingWidget {
return &SpacingWidget{}
}
// Build implements Widget interface.
func (s *SpacingWidget) Build() {
imgui.Spacing()
}
var _ Widget = &ColorEditWidget{}
// ColorEditWidget is a widget that provides a color editor.
type ColorEditWidget struct {
label ID
color *color.RGBA
flags ColorEditFlags
width float32
onChange func()
}
// ColorEdit creates new ColorEditWidget.
func ColorEdit(label string, c *color.RGBA) *ColorEditWidget {
return &ColorEditWidget{
label: GenAutoID(label),
color: c,
// flags: ColorEditFlagsNone,
}
}
// OnChange sets callback that will be executed when color is changed.
func (ce *ColorEditWidget) OnChange(cb func()) *ColorEditWidget {
ce.onChange = cb
return ce
}
// Flags allows to set ColorEditFlags.
func (ce *ColorEditWidget) Flags(f ColorEditFlags) *ColorEditWidget {
ce.flags = f
return ce
}
// Size sets width of the color editor.
func (ce *ColorEditWidget) Size(width float32) *ColorEditWidget {
ce.width = width
return ce
}
// Build implements Widget interface.
func (ce *ColorEditWidget) Build() {
c := ToVec4Color(*ce.color)
col := [4]float32{
c.X,
c.Y,
c.Z,
c.W,
}
if ce.width > 0 {
imgui.PushItemWidth(ce.width)
}
if imgui.ColorEdit4V(
Context.FontAtlas.RegisterString(ce.label.String()),
&col,
imgui.ColorEditFlags(ce.flags),
) {
*ce.color = Vec4ToRGBA(imgui.Vec4{
X: col[0],
Y: col[1],
Z: col[2],
W: col[3],
})
if ce.onChange != nil {
ce.onChange()
}
}
if ce.width > 0 {
imgui.PopItemWidth()
}
}